IMO they are going way too tryhard with the designs. Like, Creepypasta levels of tryhard. Shit looks creepy because it's synthesized in a lab to be creepy.
Like this guy over here. The eyes are a textbook example of forced creepiness. #ffffff white against #000000 black with enlarged eyesockets, much like the good ol' Jeff the Killer image did. And this experiment isn't even meant to be terrifying, it's not even dangerous, if anything it makes you feel pity for it.
Catnap and the whole Smiling Critters set is even more fucking stupid. The toys still look like they'd make kids shit their pants, with the gigantic unnatural smile, little beady black eyes and the glowing white dots in the animation. The broken form of Miss Delight also has "tryhard scary" written all over it. They got so lost in the "make things scary" rabbit hole that they make less and less sense.
If Nightmare Catnap is meant to be a teaser of the scary designs that are meant to appear in Chapter 4 and onwards, I'm expecting some comically tryhard creepy designs coming up, with an overreliance on them for the horror element. It really is wasted potential. The "FNAF and Portal 2 thrown into a blender" story and concept seems promising but they fucked it up with those designs.
Even going back to the first FNAF game, Scott made those because people complained that designs from his other games looked like creepy animatronics, and the OG designs were on point. They weren't too excessively creepy nor too excessively cute. They should've taken cues from that, and taken cues for horror game design from Amnesia: The Dark Descent, where most of the horror comes from suspense, keeping you on the edge without giving you that release of shit going down. Once a super scary looking thing starts chasing you it's not the same, it feels cheap.